I thought of making the slaves peasants. That idea wouldn't really work though, if the other side was Mordor, or anything besides men, really. Maybe if the slave driver dies, they all run off the map, or something.I have a different idea. Say that the slave troops are like Rohan Peasants, and if the slavedriver dies... THEY DEFECT!!! They join the other team!!!
I really like that idea, but maybe that's just because it's mine.
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#741
Posted 01 November 2008 - 06:09 PM
#742
Posted 01 November 2008 - 07:12 PM
I thought of making the slaves peasants. That idea wouldn't really work though, if the other side was Mordor, or anything besides men, really. Maybe if the slave driver dies, they all run off the map, or something.I have a different idea. Say that the slave troops are like Rohan Peasants, and if the slavedriver dies... THEY DEFECT!!! They join the other team!!!
I really like that idea, but maybe that's just because it's mine.
I think that would be best. But instead of fleeing off the map, how about just wandering about, fleeing from any unit they come across
#743
Posted 01 November 2008 - 07:38 PM
#744
Posted 01 November 2008 - 10:21 PM
#745
Posted 02 November 2008 - 03:07 AM
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I had the meaning of life in my signature, but it exceeded the character limit.
#746
Posted 03 November 2008 - 10:09 PM
Why would peasants from Rohan who escape from an Easterling slave master go join Isengard, hmmm...?Or join the other team!
#747
Posted 03 November 2008 - 10:26 PM
Slave Driver is killed. The peasants band together and roam the map as a neutral faction, fighting anyone who gets in their way.
#748
Posted 04 November 2008 - 12:34 AM
#749
Posted 04 November 2008 - 01:10 AM
#750
Posted 04 November 2008 - 08:04 AM
I think the most realistic option is making them run off the map for sure, but it may be hard to code (specially in maps such Helm's Deep or Isengard where movement is not so "free"). So, I would proppose they run from their fortress for a while and then they dissapear as a summoned unit when its time expires.
#751
Posted 04 November 2008 - 12:58 PM
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#752
Posted 04 November 2008 - 05:59 PM
I would like to hear Nazgul's thoughts on this.
Edited by Gfire, 04 November 2008 - 05:59 PM.
#753
Posted 05 November 2008 - 03:55 AM
Edited by zachdaddy_3000, 05 November 2008 - 03:56 AM.
#755
Posted 05 November 2008 - 02:58 PM
#756
Posted 09 November 2008 - 05:05 AM
But to make them run you would have to try something like the Mumakil run off.
EA had it for E3 demo of BFME or something.
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#757
Posted 09 November 2008 - 01:19 PM
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#758
Posted 09 November 2008 - 09:57 PM
I think that was done with waypoint paths, not in code.Also in the Grey Havens evil mission, where the ships retreat.
#759
Posted 14 November 2008 - 08:08 PM
#760
Posted 12 December 2008 - 01:06 AM
It's a simple bit of code to make them run in.
But to make them run you would have to try something like the Mumakil run off.
EA had it for E3 demo of BFME or something.
The run-off is possible as far as i know, but it uses waypoints. Meaning a complete revamp of all maps. Which would not be such a bad idea, since they could also be used for reinforcements (instead of summon on map as it is now). Quite a few maps don't have level edges, so they would need a redesign as well, preferably somewhere near all the starting positions (depending on the map, of course).
But it's true. EA seemed to have that in the making during the planning stages and the codes are still there and presumably working, including quite a few extra models (like horses without riders but with saddles) which could run away once the rider was killed. But they scrapped it and replaced it with death of complete unit and then slowly sinking into the ground. Sad.
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